_Social Tesseracting_: Part 1

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mez breeze

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Mar 7, 2009, 5:29:23 PM3/7/09
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http://arsvirtuafoundation.org/research/2009/03/01/_social-tesseracting_-part-1/


_Social Tesseracting_: Part 1
Posted March 1st, 2009 by mez breeze

Dimensionality is a concept that attempts to define reality through scientific framing. Dimensionality refers to the theoretical construction and quantification of fundaments. These fundaments, or dimensions, act to define the “…parameterization of the conceptual or visual complexity of any geometric object. In fact, the concept can even be applied to abstract objects which cannot be directly visualized. For example, the notion of time can be considered as one-dimensional, since it can be thought of as consisting of only “now,” “before” and “after.” Since “before” and “after,” regardless of how far back or how far into the future they are, are extensions, time is like a line, a one-dimensional object.” [http://mathworld.wolfram.com/Dimension.html]

Just as the idea of dimensions can be applied to non-concrete elements in order to frame theoretical states, the principle can expand to encompass aspects of emergent social actions. These actions are evident in shifting social dimensions/states. These states [collectively termed "Social Tesseractions"] emerge from certain communication patterns displayed through synthetic interactions. If you’re a user of augmented technology in multiple forms [think: MMO/Mobile gaming, iPhone or Android apps and social networking sites] you will inevitably become part of engagement procedures that promote a type of “social froth”. This froth manifests via electronic gesturing. These gestures are created through:

1. Geophysically static connections (such as using Facebook, World of Warcraft or Tweetree via your desktop PC)

2. Active mobile/wireless connections (such as the wealth of geolocative software for mobile devices or social games).

The important factor for both connection modes are the resultant patterns a user creates through social inscriptions/gestures. These gestures create complex interpersonal streams that provoke additional connections and accompanying interactions. Sending remote tweets is considered an example of a synthetic interaction [via electronic gesturing]. As this incremental data melds with other user-streams and crossmodal platforms, aggregative patterns emerge. These combined patterns may be considered as a parameter space blueprint that produce, and are in turn produced by, synthaptic communication tides. Examples of such variables include information traffic patterns or “hot” social tracts [when certain users are active according to time zone variations].

Social Tesseractions assist in shaping contemporary notions related to Sociorelational information. Just as raw geophysical encounters evoke varying psychological and communicative responses [think: Communication Accommodation Theory], Tesseracting engenders similarly relevant synthetic loadings. In attempting to establish a conceptual structure surrounding Social Tesseractions, contemporary theorists display a pervasive tendency to shrink all synthetic interactions to a geophysical/biological endpoint. In order to establish whether Tesseraction can be considered a tangible phenomena, this assumed standard of endpoint interaction should shift from a reductionist angling towards more appropriate markers. These markers will be discussed in _Social Tesseracting: Part 2_.



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>Reality Engineer>
<Synthetic Ecology Consultant<
>Soc_Net Savant>
<Game[r +] Theorist<
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